@GisliKonradsson You could use TargetData to pass data from client to server. This is quite confusing at first but I've read a good post about it:
https://t.co/K1VTpEzrAe
You need to do some C++ but this is really nice after in BP
@MartianDays Haha don't overthink this too much! In my game I do this with a Replicated SlotIndex with OnRep function -> When SlotIndex value changes the clients will have the OnRep function called and I just put the SetWeaponSlot inside.
@MartianDays What I mean is, if you call the Multicast SetWeaponSlot(2) for exemple, it will multicast this value to current clients. Now if a new client joins the game (after the multicast was executed) he will still have the base weapon slot number. This can cause quite the headache!
@_benui Hey ben, awesome tutorial! This works perfectly for my inventory system. The auto-complete works fine but I have an issue with the GiveItem command, I get "command not recognized". Since I never used the UCheatManagerExtension maybe I missed something, can you help me?
@QuodSoler (2/2)
3- In the GEEC:
a- I check if I can damage the target
b- I have a small state machine for the parry mecanic where I apply gameplay cues for parry/block
c- I apply the damage modifers
d- then handle Hit Reacts.
I have a lot going on in the GEEC...
@QuodSoler (1/2)
What is the attack flow you use?
I use GAS and my flow is something like this:
1- A GA plays a montage with an ANS which makes a linetrace on the weapon.
2- I apply a GE with an execution calculation for weapon damage.
@QuodSoler I try to separate into plugins when I think I can reuse it later on another project.
How do you store your plugins/modules when used by multiple projects?